Am i the only one who hates the use of dithering in modern games?

nkarafo

Member
Remember the Genesis? It used dithering to blend it to fake colors and transparencies on old TVs using composite.

Remember the Saturn? And how it also used dithering because it was hard to program real transparencies because of a hardware limitation?

It's good that modern systems have no such limitations eh?

So why this?

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A lot of Nintendo games seem to use this effect lately but other devs use it to dither things that get in the way of the camera, mostly foliage, for example The Witcher 3:

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I remember playing a bunch of newer games where this happens, especially in stealth sections where you hide behind stuff and that stuff gets dithered.... But i don't remember the titles at the moment.

My point is.... Why even use this archaic technique on modern games? We used to get real transparencies for this effect so what happened?
 
its in almost every games as its still a very good way to optimize. Like the examples above it's still SEMI transparent but it's only drawing half the pixels.
 
Looks like absolute poop and should not exist in video-games nowadays. It is extremely distracting, and it is everywhere in Switch games.
 
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Yeah it looks awful but it's an optimisation for the transparency so if devs don't have other ways they are kinda forced to use this
 
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Some games that use reconstruction have such low internal resolutions that the entire image is dithered. How developers think this is absolutely fine to ship is beyond me.
 
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It's an easy way to get some additional performance out of the engine. That's all it comes down to.
Transparencies can still be pretty expensive, especially when there are a lot on screen. This isn't a "once was expensive but now isn't" feature. It's cost scales with the complexity of what is on screen and how many pixels are being rendered. Todays hardware is much more capable of handling it today but it's still something that can cause issues if not optimized well.
 
That is way more resource intensive.
Older consoles could do this perfectly, yet newer consoles are more powerful but developers don't use it.

So basically :
- engines are shit and waste resources
- we don't know how to optimize anymore
- priorities concerning picture quality are wrong
- we don't give a shit lol
- all of these
 
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So older systems were fine but modern ones can't handle it?

older systems were 320 x 240 and 640 x 480 with specific hardware for doing transparency a specific way . like the snes doesn't do true transparency like modern gpus. it uses two buffers and very limited blending math function.

GPUS do it how you would think it works in your head by drawing on top of previously drawn pixel and calculating the resulting color for each pixel. at 1080p up to 4k that's a lot of calculations for each pixel.
 
It has become common in recent times due to devs rellying on temporal solutions, to hide it.
Dithering does improve frame rates.
With proper temporal upscalers, like DLSS4 and FSR4, it's barely unnoticeable.
But without these techniques, it becomes a sore sight.
 
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